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DX11 code maintenance, part 5:
Move shader and input layout management from EmuGfxState to Vertex/PixelShaderCache and D3DVertexFormat. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6906 8ced0084-cf51-0410-be5f-012b33b47a6e
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11 changed files with 40 additions and 89 deletions
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@ -27,16 +27,22 @@
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#include "CPMemory.h"
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#include "NativeVertexFormat.h"
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#include "VertexManager.h"
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#include "VertexShaderCache.h"
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class D3DVertexFormat : public NativeVertexFormat
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{
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D3D11_INPUT_ELEMENT_DESC m_elems[32];
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UINT m_num_elems;
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D3DBlob* m_vs_bytecode;
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ID3D11InputLayout* m_layout;
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public:
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D3DVertexFormat() : m_num_elems(0) {}
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D3DVertexFormat() : m_num_elems(0), m_vs_bytecode(NULL), m_layout(NULL) {}
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~D3DVertexFormat() { SAFE_RELEASE(m_vs_bytecode); SAFE_RELEASE(m_layout); }
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void Initialize(const PortableVertexDeclaration &_vtx_decl);
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void SetupVertexPointers() const;
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void SetupVertexPointers();
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};
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namespace DX11
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@ -140,7 +146,19 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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}
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}
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void D3DVertexFormat::SetupVertexPointers() const
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void D3DVertexFormat::SetupVertexPointers()
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{
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D3D::gfxstate->SetInputElements(m_elems, m_num_elems);
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if (m_vs_bytecode != VertexShaderCache::GetActiveShaderBytecode())
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{
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SAFE_RELEASE(m_vs_bytecode);
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SAFE_RELEASE(m_layout);
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m_vs_bytecode = VertexShaderCache::GetActiveShaderBytecode();
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m_vs_bytecode->AddRef();
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HRESULT hr = D3D::device->CreateInputLayout(m_elems, m_num_elems, m_vs_bytecode->Data(), m_vs_bytecode->Size(), &m_layout);
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if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
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}
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D3D::context->IASetInputLayout(m_layout);
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}
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